Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Randboss Rando 1.3.1Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Dream Hammer Tweak 1.3.1Makes Dream Hammer replace melee attacks, stops the game from punishing you for putting points in the 4th talent, and makes the cooldown reduction more reliable. For your pure melee needs. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. No-Friendly-Fire Autocast 1.3.1Adds an autocast option that will not cast while friendlies are in range. Nice for twilight surge for Anorithil |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 45 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 13 on the 4th Mirth 122nd year of Ascendancy at 15:55 0 / 8Killed by ultimate shivgoroth at level 14 on the 4th Mirth 122nd year of Ascendancy at 20:25 Killed by Beluwen the gloomy white wolf at level 17 on the 3rd Dusk 122nd year of Ascendancy at 03:00 Killed by Ememivena the hornet swarm at level 32 on the 37th Dusk 122nd year of Ascendancy at 20:28 Killed by Ememivena the hornet swarm at level 32 on the 37th Dusk 122nd year of Ascendancy at 21:10 Killed by Ememivena the hornet swarm at level 32 on the 37th Dusk 122nd year of Ascendancy at 22:00 Killed by Xildatha the thief at level 45 on the 41st Dusk 122nd year of Ascendancy at 19:16 Killed by Xildatha the thief at level 45 on the 41st Dusk 122nd year of Ascendancy at 20:44 |
Primary Stats
| Strength | 15 (base 14) |
| Dexterity | 60 (base 60) |
| Constitution | 58 (base 50) |
| Magic | 23 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 73 (base 60) |
Resources
| Life | -152/1104 |
| Stamina | 35/247 |
| Equilibrium | 4 |
| Healing Factor | 0.6846186440678 |
| Regeneration | 39.468264830508 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 42 |
| Crit Chance | 39% |
| APR | 9 |
| Speed | 1.43 |
Offense: Offhand
| Damage | 73 |
| Accuracy | 42 |
| Crit Chance | 39% |
| APR | 9 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 31.5 |
| Crit Chance | 32% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 35.6 |
| Crit Chance | 29% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 43.453590484758 |
| Ranged Defense | 43.453590484758 |
| Fatigue | 2 |
| Physical Save | 43.516666666667 |
| Spell Save | 24.525 |
| Mental Save | 48.516666666667 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 67% |
| Stun Resistance | 24% |
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 279 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Dual weapons | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Acrobatics | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Lacerating Strikes |
| talent | Trained Reactions |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The target is poisoned, taking 11.34 nature damage per turn and decreasing all heals received by 54%. Insidious Poison |
| beneficial effect | A flow of life spins around the target, regenerating 52.80 life per turn. Regeneration |
| beneficial effect | Reduces physical damage received by 31% and provides a 17% chance to ignore critial hits. Juggernaut |
| detrimental effect | All damage done by the target will also hurt it for 29%. Martyrdom |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is in a defensive roll, ignoring 34% of all incoming damage. Defensive Roll |
| beneficial effect | The target has 50% chance to evade melee attacks. Evasion |
Quests
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed warg claw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Durohor (0 def, 1 armour) Durohor (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +1 Fatigue: -4% Changes stats: +1 Wil / +3 Cun / +2 Con Changes resistances: +6% blight Changes resistances penetration: +7% physical Grants telepathy: Humanoid/Orc Maximum encumbrance: +24 Physical save: +20 (+7 eff.) Spell save: +3 (+2 eff.) Mental save: +21 (+7 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +5% A pair of boots made of leather. Press to compare |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (69 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
| On head | Stormstreak the cashmere wizard hat (2 def, 0 armour) Stormstreak the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 20 lightning Changes stats: +6 Wil / +5 Mag Changes resistances: +6% lightning / +3% temporal Changes damage: +11% acid / +8% cold / +7% fire / +9% arcane / +9% lightning Mana each turn: +0.22 Psi each turn: +0.25 Spellpower: +9 (+4 eff.) Spell crit. chance: +5% Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... Press to compare |
| On hands | Heatobsidian (0 def, 5 armour) Heatobsidian (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Con Changes resistances: +6% blight / +6% fire / +5% arcane / +6% cold Changes damage: +3% fire Physical save: +25 (+8 eff.) Spell save: +8 (+4 eff.) Mental save: +14 (+5 eff.) Disarm immunity: +44% Maximum life: +46.00 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
| Tool | elm totem of thorny skin 'Radhegorath' [power 16] (17/20 cooldown) elm totem of thorny skin 'Radhegorath' [power 16] (17/20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag / +4 Cun / +1 Con Maximum wards: +2 acid / +2 nature / +2 light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Reduces incoming crit damage: 10.00% It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
| On fingers | copper ring 'Kyyon' copper ring 'Kyyon'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Mag / +3 Wil / +3 Cun Changes resistances: +5% arcane Critical mult.: +5.00% Mental save: +6 (+2 eff.) Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +24% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +24.00 Maximum mana: +40.00 Spellpower: +7 (+4 eff.) Spell crit. chance: +3% Rings can have magical properties. Press to compare |
| On fingers | copper ring 'Islota' copper ring 'Islota'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Con Changes resistances: +22% lightning / +6% temporal / +3% darkness / +6% nature / +3% acid Changes damage: +11% lightning Spell save: +3 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +1.10 Rings can have magical properties. Press to compare |
| Around neck | Squalorripper the copper amulet Squalorripper the copper amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +3 Cun / +2 Mag Changes resistances: +18% nature Changes resistances penetration: +5% nature Changes damage: +5% acid / +5% cold / +5% fire / +12% nature / +5% lightning Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. Press to compare |
| In main hand | stralite dagger of massacre (33-42.9 power, 9 apr) stralite dagger of massacre (33-42.9 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 33.0 - 42.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. Press to compare |
| Around waist | Burnwitch the rough leather belt Burnwitch the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes stats: +2 Mag Changes resistances penetration: +20% fire Changes damage: +6% fire Reduced damage from: +18% Summoned Mana each turn: +0.14 Maximum mana: +25.00 A belt that goes around your waist. Press to compare |
| In off hand | insidious stralite dagger of erosion (29.5-38.35 power, 9 apr) insidious stralite dagger of erosion (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +38 insidious poison / +10 temporal / +8 nature Sharp, short and deadly. Press to compare |
| Cloak | linen cloak 'Hellvein' (1 def, 6 armour) linen cloak 'Hellvein' (1 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 20 mind / 4 fire Changes resistances: +12% acid / +12% lightning / +24% cold / +3% mind / +12% fire Changes resistances penetration: +15% mind / +10% fire Changes damage: +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Main armor | Murksaw the rough leather armour (1 def, 2 armour) Murksaw the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances: +5% mind Changes resistances penetration: +5% nature / +15% temporal Mental save: +12 (+4 eff.) Life regen: +3.50 Healing mod.: +12% A suit of armour made of leather. Press to compare |
Inventory
regeneration infusion (heal 82 over 5 turns) regeneration infusion (heal 82 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 82 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the psychic (heal 203 over 5 turns)regeneration infusion of the psychic (heal 203 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
This item will automatically be transmogrified when you leave the level. movement infusion of the sneak (608% speed; 7 turns)movement infusion of the sneak (608% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 608% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the wizard (1109% regen over 10 turns; 55 instant mana)manasurge rune of the wizard (1109% regen over 10 turns; 55 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1109% over 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the sneak (183 cold damage; 57 apply power)biting gale rune of the sneak (183 cold damage; 57 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 182.61 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 57. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (219 fire damage)heat beam rune (219 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 219.48 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the wizard (absorb 194 for 5 turns)shielding rune of the wizard (absorb 194 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 194 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Malarin MalarinPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Wil Critical mult.: +20.00% Disarm immunity: +24% Pinning immunity: +25% Knockback immunity: +23% Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +23.00 Spellpower: +7 (+4 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. Press to compare |
steel ring 'Silaba' steel ring 'Silaba'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Dex / +5 Wil / +5 Cun Changes resistances: +26% light Changes damage: +13% light Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Mindpower: +7 (+4 eff.) Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. pixie's gold ringpixie's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +2 Mag Spellpower: +7 (+4 eff.) Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of might (15-18 power, 3 apr, physical damage)shimmering ash magestaff of might (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Mana each turn: +0.20 Maximum mana: +40.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. short ash vilestaff of channeling (15-18 power, 3 apr, physical damage)short ash vilestaff of channeling (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.16 Spellpower: +16 (+8 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. infernal yew magestaff of blasting (20-24 power, 4 apr, physical damage)infernal yew magestaff of blasting (20-24 power, 4 apr, physical damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 25 fire Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower: +22 (+10 eff.) Spell crit. chance: +10% See invisible: +10 It can be used to unleash an elemental blastwave, dealing 16.96 - 20.35 arcane damage in a radius 4 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. greater dragonbone vilestaff of greater warding (30-36 power, 6 apr, physical damage)greater dragonbone vilestaff of greater warding (30-36 power, 6 apr, physical damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +7 (+3 eff.) Maximum wards: +3 blight / +3 fire / +3 darkness / +3 acid Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talents granted: +1 Command Staff +3 Ward Spellpower: +20 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Press to compare |
This item will automatically be transmogrified when you leave the level. steel mace of massacre (21.5-30.1 power, 3 apr)steel mace of massacre (21.5-30.1 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. Press to compare |
iron dagger 'Aeroma' (13.5-17.55 power, 5 apr) iron dagger 'Aeroma' (13.5-17.55 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 13.5 - 17.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +8 physical When wielded/worn: Changes resistances: +6% cold / +1% physical Critical mult.: +6.00% Sharp, short and deadly. Press to compare |
arcing steel dagger of projection (11.5-14.95 power, 6 apr) arcing steel dagger of projection (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +4 mind / +4 lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. mage-hunter's elm longbowmage-hunter's elm longbow Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Effects on ranged hit: * 7 arcane resource burn Changes stats: +2 Cun / +2 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +7 (+4 eff.) Longbows are used to shoot arrows at your foes. Press to compare |
mighty rough leather sling mighty rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str Slings are used to hurl stones or metal shots at your foes. Press to compare |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. Press to compare |
blazing pouch of iron shots of purging (21/21, 16.5-19.8 power, 1 apr) blazing pouch of iron shots of purging (21/21, 16.5-19.8 power, 1 apr)Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 21 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +5 nature / +10 fire Burst (radius 2) on crit: +6 fire Shots are used with slings to pummel your foes to death. Press to compare |
pouch of iron shots (15/15, 14.5-17.4 power, 1 apr) pouch of iron shots (15/15, 14.5-17.4 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 15 Shots are used with slings to pummel your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. wintry dwarven-steel shield (8 def, 2 armour, 82 block)wintry dwarven-steel shield (8 def, 2 armour, 82 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 14 ice Changes stats: +3 Wil Changes resistances: +13% cold Talent granted: +3 Block Handheld deflection devices. Press to compare |
This item will automatically be transmogrified when you leave the level. cashmere robe of Linaniil (2 def, 0 armour)cashmere robe of Linaniil (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mana each turn: +0.19 Maximum mana: +56.00 Spellpower: +19 (+9 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. Behemoth Hide (4 def, 6 armour)Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... Press to compare |
This item will automatically be transmogrified when you leave the level. Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. Press to compare |
regal linen cloak of protection (1 def, 0 armour) regal linen cloak of protection (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Spell save: +6 (+3 eff.) Mental save: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -4% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) A pair of boots made of leather. Press to compare |
undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +23% A pair of boots made of leather. Press to compare |
steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Areldir the linen wizard hat (1 def, 0 armour) Areldir the linen wizard hat (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +12% physical / +9% darkness / +3% blight / +16% cold / +3% nature / +5% arcane Changes damage: +11% cold / +12% physical Spell save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A pointy cloth hat, very wizardly... Press to compare |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm 'Satyrpower' (0 def, 4 armour)dwarven-steel helm 'Satyrpower' (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 40% Changes stats: +4 Str / +10 Wil / +7 Con Changes resistances: +10% physical / +9% blight / +10% fire / +3% nature / +10% cold Changes resistances penetration: +5% nature / +15% fire Changes damage: +6% nature / +3% fire Physical save: +8 (+3 eff.) Mental save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Bringer of Doom (Uniques)
Killed a Bringer of Doom.By Mel the Cornac Rogue level 32
37th Dusk 122nd year of Ascendancy at 15:38 see stats
Level 10 (Uniques)
Got a character to level 10.By Mel the Cornac Rogue level 10
1st Mirth 122nd year of Ascendancy at 01:36 see stats
Level 20 (Uniques)
Got a character to level 20.By Mel the Cornac Rogue level 20
37th Dusk 122nd year of Ascendancy at 02:46 see stats
Level 30 (Uniques)
Got a character to level 30.By Mel the Cornac Rogue level 30
37th Dusk 122nd year of Ascendancy at 08:25 see stats
Level 40 (Uniques)
Got a character to level 40.By Mel the Cornac Rogue level 40
40th Dusk 122nd year of Ascendancy at 19:12 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Mel the Cornac Rogue level 31
37th Dusk 122nd year of Ascendancy at 10:02 see stats
The Arena (Uniques)
Unlocked Arena mode.By Mel the Cornac Rogue level 11
1st Mirth 122nd year of Ascendancy at 02:51 see stats
Log
Mel damages herself through Martyrdom!
Bleeding from Mel hits Xildatha the thief for 50 physical damage.
Insidious Poison from Mel hits Xildatha the thief for 5 nature damage.
Xildatha the thief hits Mel for 9 physical, 1 nature (10 total damage).
Mel uses Spit Poison.
Mel damages herself through Martyrdom!
Mel hits Xildatha the thief for 21 nature damage.
Xildatha the thief hits Mel for 4 nature damage.
Xildatha the thief uses Block.
Talent Switch Place is ready to use.
Insidious Poison from Xildatha the thief hits Mel for 8 nature damage.
Mel damages herself through Martyrdom!
Bleeding from Mel hits Xildatha the thief for (79 blocked), 0 physical (0 total damage).
Insidious Poison from Mel hits Xildatha the thief for 5 nature damage.
Xildatha the thief hits Mel for 1 nature damage.
Mel uses Switch Place.
Xildatha the thief is in anguish.
Mel misses Xildatha the thief.
Mel tries to evade attacks.
Xildatha the thief shrugs off the effect 'Dazed'!
Mel hits Xildatha the thief for , 0 arcane, , (slow 30%) (0 total damage).
Talent Dirty Fighting is ready to use.
Talent Dual Strike is ready to use.
Insidious Poison from Xildatha the thief hits Mel for 8 nature damage.
Xildatha the thief uses Disarm.
Xildatha the thief performs a melee critical strike against Mel!
Mel rolls to avoid some damage!
Saving game...
